userDiogo Teixeiracancel
branchrust_reboot/maincancel

2,130 Commits over 2,161 Days - 0.04cph!

5 Years Ago
Modified LightGroupAtTime to update all elements on same pass when intensity override is modified Modified AmbientLightLOD to allow instantaneous intensity updates and custom fade durations for specific instances Fixed AmbientLightLOD case not reaching intensity target
5 Years Ago
Fixed volumetric light beams not being reliably disabled by LightGroupAtTime
5 Years Ago
Removed redundant private.0 files and respective metas
5 Years Ago
Cherry picked 37626
5 Years Ago
Cherry picked 37573 from hdrp: fixed water system get height NRE
5 Years Ago
More terrain shader optimizations; 5% faster
5 Years Ago
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5 Years Ago
Restore reverse mix op
5 Years Ago
Simplified, cleaned and optimized terrain shader; now ~10% faster and easier to read Nuked terrain atlas related sampling; now array only Toned down parallax a bit
5 Years Ago
Disabled mesh compression on all remaining models
5 Years Ago
Subtracted 37426
5 Years Ago
Changed player settings vertex compression mask to include everything
5 Years Ago
Disabled mesh compression and read/write on all excavator-related models
5 Years Ago
Renamed array water get height More optimizations for single water get height Added water height test/profile preprocessor path; disabled by default Updated RustNative x64 windows binary; recompiled w/ same compiler settings as build server
5 Years Ago
Fixed potential water system issues when ocean body not in scene
5 Years Ago
Optimized native path for WaterSystem.GetHeight; now over 5x faster Optimized native path for WaterSystem.GetHeight array; now over 10x faster Added managed fallbacks Updated x86_64/RustNative.dll
5 Years Ago
Improved perf on water system sample height (wip, first stage)
5 Years Ago
Fixed water purifier disappearing after going out of network range
5 Years Ago
Testing silly buoyancy optimization
5 Years Ago
Fixed atmosphere volume gradient issues causing overbrightness at night + tweaked swamp values
5 Years Ago
Toned shore foam down a notch
5 Years Ago
protocol++
5 Years Ago
Added another threshold for shore foam control (far) + distance blending + distance fade Toned down shore foam significantly using new controls
5 Years Ago
protocol++
5 Years Ago
Fixed missing shore vector map on procmap servers Cherry picked 36392
5 Years Ago
cherry picked 36351 protocol++
5 Years Ago
Merge from shore-waves
5 Years Ago
Nuked some unused stuff + small shader shave
5 Years Ago
Fixed potential bug in occlusion culling's bufferSet (compute)
5 Years Ago
Removed depth bits from hiZMap (unused)
5 Years Ago
Fixed snowman material
5 Years Ago
Testing NRE fix in lightLOD
5 Years Ago
Reapplied 35876 + lightLOD NRE fix
5 Years Ago
Fixed terrain base map not available from shader lod 101 to 199
5 Years Ago
Cherry picked powerline_pole_a light removal
5 Years Ago
Fixed LightLOD component triggering update calls every frame for intensity fading Fixed LightEx handling of LightLODs in regards to pooling
5 Years Ago
Testing coverage query occluded by default
5 Years Ago
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5 Years Ago
Changed guid on a couple of editor-only tools to match original
5 Years Ago
Subtracted texture-streaming
5 Years Ago
Removed debug log in terrain texturing
5 Years Ago
Subtracted hair-morph-opts (not working properly)
5 Years Ago
Tweaked streaming settings + no discard mips Added building atlas textures to streaming pool
5 Years Ago
Added streaming controller to main camera and player_preview prefabs
5 Years Ago
Merge from texture-streaming-2 (testing)
5 Years Ago
Minor fix for water reflections in edit mode
5 Years Ago
Reverted SSR scaling (needs work)
5 Years Ago
Testing water SSR optimizations
5 Years Ago
Fixed water outlining issues
5 Years Ago
Disabled importer mesh compression on all models (disk only)